uniform sampler2D texture1;
uniform sampler2D texture2;

void main(void)
{
	vec4 value1 = texture2D(texture1, vec2(gl_TexCoord[0]));
	vec4 value2 = texture2D(texture2, vec2(gl_TexCoord[1]));
	gl_FragColor = (value1+value2) * 0.5;
}